2025-09-28 - 2026-03-28
Overview
3 Releases published by 1 user
Published
v0.1.2
Published
v0.1.1
Published
v0.1.0
8 Pull requests merged by 1 user
Merged
#142 Bump clap from 4.5.53 to 4.5.57
Merged
#141 Bump proc-macro2 from 1.0.103 to 1.0.106
Merged
#140 Bump criterion from 0.5.1 to 0.8.2
Merged
#143 Bump glam from 0.29.3 to 0.30.9
Merged
#139 Bump bytemuck from 1.24.0 to 1.25.0
Merged
#138 Bump tracing-subscriber from 0.3.20 to 0.3.22
Merged
#137 Bump time from 0.3.44 to 0.3.47 in the cargo group across 1 directory
Merged
#136 Bump bytes from 1.11.0 to 1.11.1 in the cargo group across 1 directory
11 Issues closed from 1 user
Closed
#129 CRDT Sync Validation Demo
Closed
#124 Define v0 Core Tech Validation Demos
Closed
#10 Update Cargo.toml to remove Bevy renderer dependencies
Closed
#9 Vendor wgpu integration helpers
Closed
#8 Vendor bevy_core_pipeline
Closed
#7 Vendor bevy_pbr for materials and lighting
Closed
#6 Vendor bevy_render core module
Closed
#128 SQLite Schema Design and Migration System
Closed
#50 Connect all sources to appropriate buses
Closed
#49 Implement bus Firewheel nodes (gain, EQ, sends)
Closed
#48 Create MixerState resource with bus hierarchy
132 Issues created by 1 user
Opened
#1 Feature: Adaptive Frame Rate and Battery Management
Opened
#2 Vendor Bevy Renderer and Eliminate Window Component Duplication
Opened
#3 Investigate and submit fix for winit iOS event loop ordering bug
Opened
#4 Spatial Audio System
Opened
#5 Agent Simulation Framework
Opened
#6 Vendor bevy_render core module
Opened
#7 Vendor bevy_pbr for materials and lighting
Opened
#8 Vendor bevy_core_pipeline
Opened
#9 Vendor wgpu integration helpers
Opened
#10 Update Cargo.toml to remove Bevy renderer dependencies
Opened
#11 Smoke test: Verify rendering still works after vendoring
Opened
#12 Design WindowInfo abstraction for render queries
Opened
#13 Modify renderer initialization to accept winit handles
Opened
#14 Update RawHandleWrapper to provide window info
Opened
#15 Refactor camera viewport calculations
Opened
#16 Audit and update all window queries in render systems
Opened
#17 Verify PBR materials work with new architecture
Opened
#18 Remove bevy::window::Window creation from iOS executor
Opened
#19 Remove bevy::window::Window creation from desktop executor
Opened
#20 Migrate window config to winit WindowAttributes
Opened
#21 Remove WindowMode enum usage
Opened
#22 Clean up unused imports and dead code from executor refactor
Opened
#23 Update debug UI to query scale factor from winit
Opened
#24 Verify custom input system compatibility
Opened
#25 Test DPI scaling on HiDPI displays
Opened
#26 Update debug UI documentation
Opened
#27 PBR materials test with low-poly assets
Opened
#28 Lighting system verification
Opened
#29 Cross-platform testing battery
Opened
#30 Update architecture documentation
Opened
#31 Remove obsolete TODOs and comments
Opened
#32 Create before/after architecture diagrams
Opened
#33 Add Firewheel dependency and create audio module structure
Opened
#34 Implement audio graph initialization and lifecycle
Opened
#35 Create sample playback nodes and basic routing
Opened
#36 Implement cpal audio output integration
Opened
#37 Verify basic playback works (smoke test)
Opened
#38 Add steam-audio dependency (audionimbus bindings)
Opened
#39 Create Firewheel processor node for Steam Audio
Opened
#40 Implement HRTF initialization with default dataset
Opened
#41 Implement distance attenuation and air absorption
Opened
#42 Test binaural output with positioned source
Opened
#43 Create AudioSource and AudioListener components
Opened
#44 Implement position sync system (Transform → atomics)
Opened
#45 Implement component lifecycle (Added/Removed)
Opened
#46 Create audio asset loading system
Opened
#47 Test with moving sources and listener
Opened
#48 Create MixerState resource with bus hierarchy
Opened
#49 Implement bus Firewheel nodes (gain, EQ, sends)
Opened
#50 Connect all sources to appropriate buses
Opened
#51 Create MixerState resource with bus hierarchy
Opened
#52 Implement bus Firewheel nodes (gain, EQ, sends)
Opened
#53 Connect all sources to appropriate buses
Opened
#54 Add master bus with limiting
Opened
#55 Test bus gain changes propagate correctly
Opened
#56 Implement priority scoring system
Opened
#57 Add distance and amplitude culling
Opened
#58 Enforce voice limit (64 simultaneous)
Opened
#59 Optimize with spatial hashing
Opened
#60 Test with 200+ sources in dense scene
Opened
#61 Implement gizmo rendering for active sources
Opened
#62 Add color-coding by bus type
Opened
#63 Implement amplitude animation (brightness pulse)
Opened
#64 Add selection raycasting and inspector panel
Opened
#65 Add occlusion ray visualization
Opened
#66 Test on complex scene with 50+ sources
Opened
#67 Implement egui mixer panel with channel strips
Opened
#68 Add EQ controls (3-band, collapsible)
Opened
#69 Add solo/mute buttons
Opened
#70 Implement metering (peak/RMS from audio thread)
Opened
#71 Add LUFS integrated loudness meter
Opened
#72 Implement preset save/load (JSON)
Opened
#73 Implement SoundscapeZone component
Opened
#74 Add zone activation system (listener position)
Opened
#75 Implement crossfading between overlapping zones
Opened
#76 Add randomized layer playback
Opened
#77 Test with 10+ overlapping zones
Opened
#78 Define entity component categories and marker traits
Opened
#79 Implement Lifecycle state machine for all entity types
Opened
#80 Implement PhysicalPresence component with position and movement
Opened
#81 Implement Needs system (biological and psychological drives)
Opened
#82 Implement Instincts system (species-typical behaviors)
Opened
#83 Implement life arc state machines (Child → Adult → Elder)
Opened
#84 Implement autonomy gradient (None → Partial → Full)
Opened
#85 Implement life arc transition triggers
Opened
#86 Implement daily schedule generation from roles
Opened
#87 Implement schedule authority model (autonomous, external, partial)
Opened
#88 Implement shared commitments between related entities
Opened
#89 Implement schedule regeneration on condition changes
Opened
#90 Implement behavior tree framework and evaluation engine
Opened
#91 Implement activity-specific behavior trees
Opened
#92 Implement need-driven behavior prioritization
Opened
#93 Implement substrate layer types (substances, temperature, light, sound, air quality, contagion)
Opened
#94 Implement trigger volume system for spatial events
Opened
#95 Implement generic substance transfer and consumption
Opened
#96 Implement Institution entity type with Governance, Resources, Reputation
Opened
#97 Implement shared blackboard state for coordination
Opened
#98 Implement worker schedule template generation
Opened
#99 Implement Relationship state and evolution
Opened
#100 Implement bond types (Romantic, Familial, Friendship, Professional, Caretaking)
Opened
#101 Implement coordination levels (None → AdHoc → Recurring → Cohabiting → Dependent)
Opened
#102 Implement relationship effects on all simulation layers
Opened
#103 Implement Condition system with severity and duration
Opened
#104 Implement condition effects (need modifiers, capability modifiers, schedule overrides, behavior modifiers)
Opened
#105 Implement contagion system for spreading conditions
Opened
#106 Implement capability types (Movement, Communication, Transformation, Force, Storage)
Opened
#107 Implement tool operator modes (Inhabit, Wield, Station, Wear)
Opened
#108 Implement tools as institutional resources
Opened
#109 Implement tool quality affecting output
Opened
#110 Implement batch entity system for multi-step processes
Opened
#111 Implement recipe and phase system
Opened
#112 Implement interruptible work with state persistence
Opened
#113 Implement simulation tier system (Attached, Nearby, Background, Wildlife)
Opened
#114 Implement tier promotion/demotion based on player proximity
Opened
#115 Implement discrete event simulation and wake queue
Opened
#116 Implement CRDT-based state synchronization for slow-changing layers
Opened
#117 Implement behavior tree outcome synchronization
Opened
#118 Implement entity ownership model
Opened
#119 Implement spatial ownership for substrate
Opened
#120 [PLACEHOLDER] Apple Pencil input validation on iPad hardware
Opened
#122 [PLACEHOLDER] Bevy Renderer Vendoring Epic
Opened
#124 Define v0 Core Tech Validation Demos
Opened
#125 [PLACEHOLDER] Create v0 Technical Architecture Video/Documentation
Opened
#127 [PLACEHOLDER] Prepare Marathon for open-source release
Opened
#128 SQLite Schema Design and Migration System
Opened
#129 CRDT Sync Validation Demo
Opened
#130 Persistence Validation Demo
Opened
#131 Session Lifecycle Management Demo
Opened
#132 Networking Toggle Validation Demo
Opened
#133 Data-Driven Entity System Demo
Opened
#134 Create entity database inspection devtool
Opened
#135 Add security controls for Unix domain socket control interface in release builds